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    posted a message on Today's the DAAAAY
    Quote from OSW_Zenkiki»

    Quote from Magistrate»

    It is BlizzCon my dudes :D


    It's Thursday in the US. BlizzCon begins on Friday, so technically tomorrow is the day ;)

    It is in spirit ok!

    Posted in: Diablo IV: Return to Darkness
  • 1

    posted a message on Today's the DAAAAY

    It is BlizzCon my dudes :D

    Posted in: Diablo IV: Return to Darkness
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    posted a message on Wait i'm confused thought diablofans shut down like 6 months or more ago?
    Quote from overrider»

    That's the official version. I think there is more than that. I think blizz needs all available advertising platforms to hype their stuff and the closing of diablofans was a big hit . They knew d4 and stuff is coming and I think and it's just my feeling that they had a part to play in reopening this site . There are a lot of people like me who don't surf the official diablo forums and instead use only dfans. It was unacceptable for this site to close when so much diablo is going to happen.

    More people use reddit and social media afaik. That's probably not the case. Fan sites don't really get the support like they used to--a lot of them have to claw for it. I'm glad it reopened, though.

    Posted in: Diablo III General Discussion
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    posted a message on Book of Adria for sale at BlizzCon, release delayed/TBA sometime after

    For anyone that keeps up with the supplementary lore materials, the Book of Adria, which follows its predecessors like the Book of Cain and Book of Tyrael, has been delayed for the masses, but they did some sketchy stuff and are bringing some to the con ahead of schedule. The actual release date of the book will come sometime after the con, hopefully "soon" after.

    Hey everyone! Wanted to update you all on Book of Adria. Bottom line first: The release date has been pushed back. I don’t have an exact ETA yet, but the copies are en route from the printer and we hope to announce the availability date soon. It will be after BlizzCon. Some good news: We will have the book available AT BlizzCon! Our products team is going to great lengths to make sure we get some early copies there. @Burnzerker and I should be on hand for signings, too!
    ~Robert Brooks, Blizzard Writer
    Posted in: Diablo III General Discussion
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    posted a message on Celebrating 10 Years of Wallpapers

    I remember that post! And so does Pepperidge Farms(TM). Grats on all your stuffs and here's to another 10 years.

    Posted in: Diablo Wallpaper and OS Art
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    posted a message on BlizzCon gives Diablo no love or no news...
    Quote from Frolk»

    Quote from Inuendo90»

    So many emokids here , go and play My Little Pony Adventures 7 Golden Edition or PoE, don`t even come here, you will not change the fact that D3 still rock n rolla, and kick ass any other game of this genre, nothing will change the fact that D3 is the 4th most sold game in the history of the videogames and if you seriously think that is dead either you are deeply delusional or plain mentally challenged. We will get soon 2-3 new classes and in the next 2-3 years a new expansion. Druid class will be prolly the next and announced in november prolly.



    95-98% of those people have left the game, making it D E A D.
    Me, i play every season, for maybe a week, then im out as its not fun to grind paragon for weeks for tiny upgrades.

    It's a good point. But as long as you find enjoyment in something, eh. Play it. I played 2 every day after school for years and mostly all I did was mf farm. I think a big part of it is just having people you like being around and doing stuff with them. Many times even great games feel meh without friends.


    I think part of the issue too is "special" gear gets thrown at you from even the lowest difficulty almost immediately, so nothing feels special and everything after has to be even more exponentially out-of-control power-wise to feel like a reward. Some of it is, I think, also failures of aesthetics.

    Posted in: News & Announcements
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    posted a message on Confirmed: D3 Will Stay Online, iOS Update May Reset Authenticators, Clarification on the AH, Paragon 2.0 Q&A
    So, I haven't been following much Diablo news since shortly after release. I happened to see this post highlighted in the Facebook feed and... I can't say how happy I am to see the AH going.

    Initially, I was really excited about the AH and what it meant--for all the reasons that it was pitched when it was announced. I'll agree that it made gear more accessible, that it saved time and rewarded casual players, that it gave us another mini-game to fool with, and all that other stuff. But for all these little things that it did, it just ripped out the soul of what I found fun for over a decade in 2 and to some degree in 1.

    It simply removed the need for any form of communication. You don't need to ask anyone what optimal stats are--overall or for a given goal--because you could just look up the best-selling gear and glean the information from that. You didn't need to barter with anyone, which was a big part of the trading experience in the older games (it has its downs, yes, but it also has its ups).

    Because of the brevity of the endgame (which there is basically none of) in this one and the others, trade and PvP became the only real reasons to talk in channels--you know, those things that are basically empty 24/7 on D3. With hardly any PvP to speak of--despite the tantalizing features we glimpsed for a BlizzCon or two before launch--trade is the only real dialog that even has a chance in this game, and that's gone, too.

    Yes, this will mean a lot of spamming if no alternative trade route is created. But I don't really look at that as a bad thing, now. No one talks, anyway, so it's not like anything important would be spammed out.

    Part of the fun is figuring out what you need, doing everything you can to find a buyer or seller, haggling the price, figuring out the market, and learning the street language. Doing all of this also encourages making friends and actually talking with them regularly. We don't even need to talk to friends, anymore--the game tells us exactly what they're doing and lets us hop in without a thought. Questing and killing is so streamlined, so linear, that nothing needs to be said. It's easy to forget you're playing with people. There's a lot of players that hate that this game is online-only--I can barely tell the difference.

    I miss all of that. If it weren't for the bots, I'd probably still be playing Diablo 2. (Arguably, the gameplay is much better in 3, too, but gameplay isn't the only selling point in a game for me.)
    Posted in: News & Announcements
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    posted a message on Followers on Diablo3.com, Cleave Revamped, and an IGN Interview with Jay Wilson
    Followers on Diablo3.com
    Earlier today, Bashiok had tweeted an image of the new followers/hirelings section from the official Diablo III community site, as of then unpublished. The change has since become official: followers now have their own legitimate section on the official site!

    This means that information about the other two followers in the game--those not usable in the beta--are officially up for study. In addition to the fresh lore and media available on each follower's individual page, all of their skills can be observed at large on the latest addition to the official Diablo III tools: the followers' section in the calculator!




    Cleave Revamped
    (Source) Some clarification on the damage mechanics of the Barbarian's DiabloWiki.com - Cleave Cleave skill were prompted on the official Diablo III community forums today. The skill's tooltip seems to lack some vital information regarding its damage application across multiple enemies.


    Official Blizzard Quote:



    I would like to know if this results in all targets receiving 90% damage and if all abilities like this have been overlooked by the developers. If not, I think there should be information about this in-game.

    We want as much information available in the game as possible, within reason, and a reasonable amount of information is really fairly basic to keep tooltips from becoming small novels.

    Cleave is an ability we're looking at right now. We may actually make it so that there is no damage disparity between your target and collateral hits. In any case, the way it's intended to work, if you're holding shift and not targeting anything, is that the first creature you hit takes the 120%. I'm not sure if it's actually implemented that way right now, and as I said could change anyway. Our intent is not to make shift+hitting/casting anything act in a way that is less effective than if you were clicking directly on enemies, so I don't see any need to call anything out when the net result is the same (enemies die).

    [...] As an update Wyatt just changed it to be a flat 115% to all targets caught in the swing. We'll see how that works out.



    IGN Interview
    (Source) For its part, the interview on IGN with Jay Wilson was not particularly shocking, but it did cover several topics that beta testers and Diablo III followers at large may find interesting.

    The beta test, which started several months ago, has been going strong. Even in the beginning, Bashiok and others stated multiple times that the primary purpose of the beta is to test infrastructure, but some other useful insights have been gleaned from the testing, too:


    Official Blizzard Quote:




    How is the project coming along? Mainly, how is the beta been treating you guys and what have you been learning from it?

    It's been really good. Most of the learning from the beta for us was more technical: standing up the hardware, stress testing it, and optimizing for online play -- things like that. We get a lot of good data just watching players play and we get a lot of good feedback as well. We did restrict the content so it's only the first half of the first act. Which is basically the tutorial.

    You were saying that you got some good stress tests. Are they all things that you anticipated and you're prepared for come launch?


    Yeah, no matter how good your automation programs and software are, you can't emulate having the game out in the real world and that's the only way you can see what the hardware can take, how well the networking works, and optimize and tune to those things. There's just nothing like the real environment for that.
    But the beta wasn't the tip of the iceberg. Wilson went in-depth about how the team looks at classes and decides what skills to add to each class's armament:


    Official Blizzard Quote:



    [A] lot of it goes back to the core Blizzard class design philosophy where we look at each class and [ask]: what makes this class special? Why do I want to play it in the first place? What's the fantasy? This is something we ask a lot. And then when we target the key signature [fantasies], we don't let the other classes have those things -- we'd even go so far as to not choose a particular class just based on the fact that its fantasy steps on the fantasy of an existing class.

    [...]

    For example, the monk is the only class that gets passive movement increases. Other classes can have travel powers but the monk is the only one because he's the fastest. That's his thing: he's fast, he's agile, and he needs things that make him faster and more agile. Each class has rules that we put in; they're loose, but they're strong enough that they make the classes stand apart from one another.
    Continuing on the example of the Monk, Wilson even elaborated on the possible mechanics of a skill that the team is considering adding to the Monk's trees, compensating from what they see as a lack of area-of-effect viability:


    Official Blizzard Quote:



    Basically what we're talking about is [the monk] needed a damage bomb. He needs the occasional ability to just AOE around him effectively. We used to have an ability that we called Circle of Wrath -- that was like Holy Nova in World of Warcraft -- where it does damage and it heals, but for Diablo we felt like that was a confusing skill so we changed it to just a pure healing skill. We took the wrath out of it. But then we found we missed what wrath used to do.

    And so we decided to separate them. So we'll have two different [abilities], but then we're also talking about a bunch of ideas to make it more interesting than just a way to AOE.
    Finally, Wilson elaborated on one of seven of what he calls "design pillars" of Diablo III, principles that have helped them make decisions in the development process and make the game what it is so far:


    Official Blizzard Quote:



    Diablo III design pillars. There were seven of them and one of them was replayability and so we really focused on [replayability] over randomness, because randomness is a tool but replayability is the point.

    We used a lot of different systems for replayability: the difficulties, continuing loot past past normal difficulties, random layouts, random monster distribution, adventures. We don't call them "adventures" anymore, I'm the only one who still does. Events -- we have random events that occur in the world so when you go through an area you'll likely see an event that you haven't seen before.

    We encourage you to check out the rest of the interview here for all the bits and bobs we couldn't fit in this article.



    Fan Creations
    Calavera666, whom we interviewed a few weeks ago, has posted a teaser for his coming comic, Aria of Effect, Part 2.

    He hinted only that "the Skyrim shall tremble," a tricky play on the caption accompanying much of the Diablo III merchandise and advertisements, including both this year's and last year's calendars.

    The full comic is coming this Thursday (tomorrow), so keep your eyes peeled!
    Posted in: News & Announcements
  • 1

    posted a message on DiabloFans.com web page is too busy and cluttered
    Changes are coming soon(TM) :hammy:
    Posted in: Site Feedback
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